NEW MAP! "Poison Garden" Created 18 years ago2006-01-20 14:38:44 UTC by Rimrook Rimrook

Created 18 years ago2006-01-20 14:38:44 UTC by Rimrook Rimrook

Posted 18 years ago2006-01-20 14:38:44 UTC Post #158774
From many different maps' ashes arose a grand idea.

Here is the composite layout. Not much to tell by it.
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So here is a zoo-map with some texture testing, among.... other things.
What does this thing do? (yes, it functions)
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I have a file hosting service that seems more reliable. So this map will be fancier than any other.
on an entirely different note, here's my layout composite for modelling class. It's in the Gyradell theme, but instead of a map, the assignment due monday is to design a single interior human space. What other to do than to build one of my most favorite themes. Please critique on it.
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Please leave developmental comments please.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-20 14:57:35 UTC Post #158777
Great floorplans and working method. Using a grid is also a good idea, I like it.
From a first glance, all the spaces seem to flow very well, and you can see the map has a unique identity. Neat.
By the way, do you only work with floorplans or do you use cross-sections as well? My teachers told me I made good floorplans but I needed to work more with the vertical component :confused:
Posted 18 years ago2006-01-20 15:23:50 UTC Post #158780
is. teh. r0x.
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-01-20 15:51:22 UTC Post #158785
looks very nice :)
Posted 18 years ago2006-01-20 16:07:16 UTC Post #158787
That screenshot looks interesting. Some sort of control point, or healing pole, or teleport thingie?

The top-down chamber sketch looks good, but it's hard to see what the accessible area's are, a flowchart would be better for that. Personally I find simplistic circle-line schedules and in later stages area outlines easier to work with, accompanied with perspective or isometric sketches.
Posted 18 years ago2006-01-20 16:16:55 UTC Post #158789
The plans look ok, there is a big difference though to planning a map and actually making it. I plan my maps how I would build them in hammer in my head, working out which brushes would go where, which would clash etc. I usually just make a map as I go allong but I do mostly Single Player work so I can get away with it.

These plans look good, judging by the circles in the top plan I would say that pole is part of some kind of network, 4 of them, and each can be activated to unlock or activate an even bigger thing, like some super weapon or a "map gib" (like crossfire, but map gibs have many forms).

Not quite sure what that third picture is but it looks like some kind of machine, the detail is loverly.

What is this for? Looks a bit like CS:S from the screen shot.
Posted 18 years ago2006-01-20 17:09:29 UTC Post #158794
This is all for HLDM. The third pic is for class.

There will be an isometric view of the third one hopefully this weekend. I'll post any news or development on here as i go along with them.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-20 17:15:21 UTC Post #158796
OOH! Isometric Paper is fun.. I like the textures, and the big Obelisks (Is that what they are 'sposed to be?) I was gonna do something similar a while back with Obelisks. I was gonna use the Chattur'gha, Xel'lotath, Ulyaoth, and Mantorok Runes from Eternal Darkness, and this has somewhat inspired me to try something. can't wait til its done, looks fun.
Posted 18 years ago2006-01-20 19:49:42 UTC Post #158816
Superb overlays! The second is so nice, I want to print/frame it :P
Posted 18 years ago2006-01-20 23:32:30 UTC Post #158837
So what are the large oblisks then?
Posted 18 years ago2006-01-23 15:17:20 UTC Post #159243
MORE PIX!
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The obelisks are healing poles. nothing too fancy, really.

...and a perspective of the model interior.
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Rimrook RimrookSince 2003
Posted 18 years ago2006-01-23 15:34:45 UTC Post #159245
whats up with the weird halo light around the bottom of the obelisks, how did you get it to do that? some weird lighting effect or textures?
Posted 18 years ago2006-01-23 18:00:27 UTC Post #159265
My guess is the edge, the yellow shite, is a tex-light.

Rimrook: Damn you for being so good. Looks excellent.
Posted 18 years ago2006-01-23 18:09:51 UTC Post #159269
I gess that halo light is a costum texture. Maybe it's a part of the floor or a thin wall wall above the floor with a costum fade texture.

Does these little circles around the obelisk scroll? It will look nicer if they do.

Exelent artitecture and nice lighting. The top view drawing reminds me the chaos engine.
Posted 18 years ago2006-01-23 18:45:36 UTC Post #159274
Looks good Rimrook. I look forward to its release.
Posted 18 years ago2006-01-23 19:31:59 UTC Post #159279
Lookin pretty sweet. Those concepts make me jealous.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-24 01:56:01 UTC Post #159306
if only you can just draw maps and have them function..
it would look sweet just in b/w
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 02:08:28 UTC Post #159308
agreed
Posted 18 years ago2006-01-24 02:13:23 UTC Post #159309
Holy fucking shit that's a freehand drawing!?!

Jesus Christ that looks awsome!
Posted 18 years ago2006-01-24 02:56:20 UTC Post #159316
Hawt dang!
AJ AJGlorious Overlord
Posted 18 years ago2006-01-24 09:12:37 UTC Post #159328
This is all for HLDM.
By HLDM do you mean HL2DM for it looks like it for source... and the sky is Hl2's. :tired:
Posted 18 years ago2006-01-24 09:52:06 UTC Post #159331
no, this IS a HL(1)DM map. The Sky is the default "alien1" and it suits it well for now. Unless i find some kind of new sky. Its the same sky as the one here.
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oh yeah, i ripped some plant models from DoD, so more detail will happen later, i'm still constructing the basic-ness of it.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-24 10:17:50 UTC Post #159335
The concetps look pwnage.. :glad:
So does the map, but not as good as the concepts.. :)
Daubster DaubsterVault Dweller
Posted 18 years ago2006-01-24 11:03:26 UTC Post #159342
Oooo... that only makes it cooler. I could have sworn I saw a Hl2 map with that kind of sky, well it looked quite like it. :)
Posted 18 years ago2006-01-24 11:21:27 UTC Post #159344
The other screenshots look ok, but I think they're too dark, more specifically the paths are too dark while less important sections (like that high wall) receive more attention than they need by their lighting.

Nice pole effect bytheway. Perhaps adding some vertically moving particles to them will spice them up even more?
Also, the spires radiate darkness, by that light circle around them that fades to black at the spires base. To stress their darkness more making the surrounding area's more bright would work well, I think.

About the sky-window up there, so to say, the edges are quite linear and of the same height, making the map feel limited and not part of a 'world'. Perhaps adding some small objects above it, like hanging plants or a railing or such, maybe on one or two sides only, would spice it up.
Posted 18 years ago2006-01-24 13:47:43 UTC Post #159364
I haven't devised the detailed lighting fixtures or any of that yet. I'm just using only the ambient lighting in the screens.

It's just some basic archetecture for now. I'll key in the major walls, ceilings, and floors before detail shows up. That way when i nice it up, the level of detail will be even throughout the map. If i decked out the detail as i went along, some areas might lack detail to compensate the r_speeds. In other words, i'm mapping this one as orderly as possible to achieve the highest quality i can forge. :nuke:
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 09:39:04 UTC Post #159637
New Screens!!!
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Remember, it's a work in progress.

APPROXIMATE COMPLETION:
39%
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 11:07:26 UTC Post #159656
Neat. As I said in my first comment, the map has a unique identity. That's a big step towards a memorable map.
By the way, have you considered having making stairs have the same width in some places? It's the only thing that looks strange in the layout.
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Posted 18 years ago2006-01-26 11:19:29 UTC Post #159657
ooh. wow, that's a great tip. thanks kas! :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 11:25:59 UTC Post #159659
If you only mapped for source... :lol:

You have the greatest imagination ever.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-26 12:06:36 UTC Post #159662
The Problem with source is that my computer can hardly run it. I don't know what the limits are because it ALWAYS lags. There's no cubemapping and no fancy hardware stuff like that. Consider like mapping blind, not being able to see what the map really looks like.

HL1 mapping is more fun because it forces me not to do the obvious. Like for HL2, rain and snow, fog, reflections, and all of that nice stuff is automatic and anyone can click around and make a nicely ambient map. That stuff isn't automatic in HL1, so when you DO figure out a way to simulate, people are all like "omfg waow!!1! Rox0rz!!!!lol!!!" That alone is worth the effort, it's appreciated.

Another Note:
I was testing the poison and healing poles for the first time. I cranked the poison damage up to 40, which is about right considering that the number is -20 health per second in game. The healing rate is 3 per second. After being exposed to the poison, you take additional poison damage for a few seconds after that.

I stood in the poison for a while and took 80 damage not realizing there was additional poison damage afterwards. I was gradually going to die. So i quickly dash around the corner to the healing pole. I dived into the circle with only 2 health left, I healed up to 5 health, but the friggin fall killed me! The fall damage from the top platform is only 6 health.

:D that belongs in the humiliating death forum. i got nasty-pwnt beta testing my map. XD
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 12:18:14 UTC Post #159664
HL1DM actually. iunno about a cs version. :/
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 12:32:36 UTC Post #159665
Youve got a good idea going on with the poison and the heal pole thingies, it's looks as though it will add a good layer onto the combat aswell as looking purdy. Have you ever considered making this into a sp map or mod?
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-26 12:46:09 UTC Post #159669
Awsome! :o
You pwn rimrook, best map I've ever seen you make, I love the darkness and the perfect lights.
And the cool signs.

This map is unique for sure.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-01-26 12:52:06 UTC Post #159670
for HL2, rain and snow, fog, reflections, and all of that nice stuff is automatic and anyone can click around and make a nicely ambient map
Rain and snow dont work in HL2 afaik. They are CS:Source effects. It's not THAT easy to make a good map for HL2. But if it is, then mappers can concentrate on other things. For example, I worked several hours nonstop until I was able to make my first refractive+bumpmapped texture for HL2.
For this type of map, I do agree that HL1 is a better choice. Still, one wonders how your maps would look with a 3D skybox, displacement surfaces and reflective water.
Posted 18 years ago2006-01-26 12:54:38 UTC Post #159671
exactly!

Damn you Rimrook, i keep leaving this thread only to come back and look at those awesome pictures - you know that means your onto something goooooooooooooood. :nuts:
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-26 13:11:04 UTC Post #159674
Rimmie , you see those 'floating thingies' near the oblisk? not the hexs' which float about it , the control panels? You could use them in like , a future dm level , like kasperg's warpcore (instead of Star Trek Style)
or make a ... Chozo ruins level off mp1 or the space pirate frigate , but still 100% awesome! :D note: the ring around the oblisk and how it goes around all the bricks makes it look crap , no offense
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2006-01-26 13:19:31 UTC Post #159675
What!? That's probably one of the coolest things about this map, the sweet overlay effects. Those rings are like the heal radius aren't they Rimrook?
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-26 13:20:27 UTC Post #159676
The data screens are recycled from the tribute to TWHL i made a while ago. The large ring at the base of the obelisks is applied to all of the top faces it can, only to to show where the healing area is. I'm using a 16 sided cylinder for the healing area and it is very sensitive if you are touching the trigger or not. Trust me, it's imparitive to know where the circle is in a life-death scenario with n00b Gluon whores and poison.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 13:29:29 UTC Post #159678
well , that is a point... (no i have looked at your wads and no... they aren't :furious: )
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2006-01-26 13:29:29 UTC Post #159679
well , that is a point... (no i have looked at your wads and no... they aren't :furious: )
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2006-01-26 13:32:09 UTC Post #159680
This map would be 5x as awsome in source... but you would really have to have the source skills.

I love the theme, reminds me of some areas in FFVIII and IX.
Posted 18 years ago2006-01-26 14:02:01 UTC Post #159692
o0ps. big problem.

I might need a new and more reliable file host. :|
This map is a high-content map, like Pristine Beach.

Included:
BSP
RMF
WAD
Sprites
Sounds
Models
Readme
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 14:03:02 UTC Post #159693
WAD YAY!!!!!!!
:D :D

I'M A SPAMMING IDIOT!!!!!!!!!!
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2006-01-26 14:03:49 UTC Post #159697
one wonders how your maps would look with a 3D skybox
Actually, I started the second Sancefar map in source. I got some test graphics and a fully developed Skybox. I should take screens and post them tommorrow. (at skool right now.)
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-26 17:15:01 UTC Post #159729
Hmm, I'm not so happy with those floating holo screens. They totally clash with the style of the map. The whole theme breathes ancientness, and while runes and glowing symbols do fit, holoscreens don't. Unless you insert some high-tech machinery to make a nice combination of both themes, I don't think those holo's will do the map any good.
Posted 18 years ago2006-01-26 17:36:35 UTC Post #159730
these glowing things are textures or decals? Like on the ground around the obelisk.
Posted 18 years ago2006-01-26 18:19:28 UTC Post #159734
Excellent drawing there rimrook, good use of the 3 point perspective technique, what a ruler and some imagination cant do... Though some basic shading would be nice, but that is just nit picking.

Though i have a question, how do you go around drawing the pipes in perspective without perspective distortion? I always end up using the block technique to draw them, but i fail to make the cylinders look correct.
Posted 18 years ago2006-01-27 14:19:33 UTC Post #159909
I did the pipes as a freehand eye-shot. no measures or guides.
sorry, that's not too much of a tip :

The Data screens are comming off of the wall. I've had second thoughts about them when i put them there anyway.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-27 14:54:18 UTC Post #159912
You better finish this, Rim, so i can put it on my server. :biggrin:
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